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DescriptionThis is a simple script I made which modifies the default weapon- handling behavior so that the player must manually reload his weapons. It also fixes a bug (feature?) in the games ammo inventory system which makes weapons reload themselves when they are put away or swapped. Basically, the player becomes solely responsible for managing their ammo inventory. Ammo in a clip will not change until it is depleted through firing the weapon or reloaded manually via the reload key. No more 'pocket- reloading' of weapons stored in the inventory. Weapons with an empty clip also show a reload prompt and make a 'dry fire' sound when they are fired.

Installation is simple, as always. Drag the included files to your game directory.

DescriptionThis is a simple script I made which modifies the default weapon- handling behavior so that the player must manually reload his weapons. It also fixes a bug (feature?) in the games ammo inventory system which makes weapons reload themselves when they are put away or swapped. Basically, the player becomes solely responsible for managing their ammo inventory. Ammo in a clip will not change until it is depleted through firing the weapon or reloaded manually via the reload key. No more 'pocket- reloading' of weapons stored in the inventory. Weapons with an empty clip also show a reload prompt and make a 'dry fire' sound when they are fired.

Installation is simple, as always. Drag the included files to your game directory.

@CamxxCore And one more thing (not a problem too): when you switch a not reloaded (depleted) weapon and then switch back to it - a bullet (or two) magically appears in the barrel so you can shoot again without reloading.

@Slash_Alex And I figured out the cause of the scripthook exception. I guess the mod was trying to rehook itself after reloading the game and was failing to find some addresses. 1.0.3 will fix the problem.

@CamxxCore Do you realize that you're a man of genius?! :) Great work.
p.s. another tiny complain: sometimes i have to tap the 'r' button twice 'cause it doesn't start reloading. But, probably this is a problem on my end.

@CamxxCore Great idea and great work ^^ I wanted to do something like this (for the no-swap-reloading "pseudofeature") but never finished it. Anyway for now found no weapons where this works properly, do you know in which scenarios or with what weapons does this feature work or do not work?

About the manual reload function, that's also something very interesting, also though about that to avoid throwing several mags to the floor :O

@EnforcerZhukov Interestingly, it seems rockstar was experimenting with adding such a feature as well. They left a global variable in later versions of a game (disabled by default) which specifies whether the game should keep track of ammo for stored weapons. Problem is, it only seems to work with rifles and pistols. Other weapons (MG's etc) still get reloaded when they are swapped. Leading me to believe it might serve a more specific purpose. My goal is to fix it so it works for every weapon but it might require a creative solution :P

@CamxxCore oh, pretty interesting, didn't know the game has such a function. Maybe some mission needs that, like the prone stance used by Trevor on that mission where he steals a plane from the Lost MC, and jedijosh made his Stance Mod using the prone stance from there.

What I tried to do was registering all the weapons used by the player and saving the current mag ammo on a list (more like a dictionary), but it's kinda messy, and we have to deal with stuff such as switching characters and that sort of things.

@CamxxCore Oh wait I'm wrong, that's what I first though, but then I realised that, by knowing the current weapon total ammo and mag size, we can (or should be able to) somehow calculate the ammo that should be left on the current mag. But I think my first try didn't work as expected :c

@EnforcerZhukov That was the approach I was going to take initially. Until I discovered the functionality was there already (in some form at least). Will have to see if I can get it working with all weapons otherwise I might have to resort to the original solution :/